K Vampire Form

VAMPIRE

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SE
Total 119 / Spent 118


Innate Abilities

  • No clan, which means no favored Disciplines
  • You take damage from sunlight as normal
  • Spend 1 Vitae to appear alive for a Scene
    • Consumed food and drink are “ejected” later in the evening
  • Kindred have enhanced senses
    • No penalties on perception checks in poor lightning
    • Kindred only suffer a -2 penalty in pitch black
    • Immediately notice even trace quantities of blood
    • Heart heartbeats up to 3 yrds / Blood Potency away
    • Smell blood up to 10 yrds / Blood Potency away without rolling
      • Multiply this value by Auspex dots
      • Add Blood Potency to track a human by scent if their blood has been tasted
  • Spending 1 Vitae heals 2 bashing health levels or 1 lethal health level
    • Healing aggravated “naturally” requires 1 day sleep, over which the Kindred must spend 5 Vitae
      • Aggravated damage leaves scars on Kindred, although the scars appear natural
  • Spend 1 Vitae to add +2 dice to any physical (Strength / Dexterity / Stamina) action for 1 turn
  • When Kindred sleep, they return to exactly as they were at the time of their embrace
    • Kindred can spend 1 willpower to make a change in their appearance permanent
    • Kindred unconscious spend Vitae to heal while sleeping
      • Kindred can spend 1 willpower when falling asleep to not heal wounds

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MERITS

  • Night Doctor Surgery
    Night Doctor Surgery helps bones reset, and speeds the knitting of flesh. With an hour of treatment, roll Intelligence + Medicine. Each success converts one point of lethal damage to bashing. Alternatively, three successes can convert one point of aggravated damage to lethal damage. Failure means the wounds remain; dramatic failure upgrades three points of bashing to lethal, or two lethal to aggravated. With Storyteller discretion, this Merit and Willpower expenditure may be used over time to make changes to facial appearance.
    Drawback: Knowledge of Night Doctor Surgery affords a great responsibility. If your identity is known, the Movement will call on your services frequently. For this reason, most Night Doctors use pseudonyms (usually a letter, like Doctor H), performing their services while masked. You cannot perform Night Doctor Surgery on yourself. You may only make one attempt to treat a given injury.

DEVOTIONS

  • Quicken Sight
    • Cost: 1 Vitae | Dice Pool: None | Action: Reflexive
      When activated, Quicken Sight lasts for a scene. The vampire can examine the details on fast-moving items, and respond to things outside the normal human spectrum. She can read multiple pages of text in three seconds. She can apply her Defense to ranged attacks, and can benefit from aiming instantly.
  • Cloak the Gathering
    • Cost: 2 Vitae | Dice Pool: None | Action: None
      Cloak the Gathering enhances the effect of Touch of Shadow and Cloak of Night. By paying two extra points of Vitae, the vampire can expand the effect of Touch of Shadow to encompass a number of people equal to his Blood Potency, though subject to the normal Size modifiers of Touch of Shadow. He can also opt to activate Face in the Crowd at the same time. If he also pays the extra cost for Cloak of Night to vanish completely rather than fading into the background, the effect applies to everyone masked by Cloak the Gathering — so for four points of Vitae total he can vanish from sight along with a number of people equal to his Blood Potency. The vampire doesn’t have to touch everyone he takes with him, but they must be within his (Obfuscate + Blood Potency) yards (meters).

DISCIPLINES

Auspex •••• Celerity •••• Dominate ••• Obfuscate ••••• Resilience •••••

Auspex

  • Beast’s Hackles
    • Cost: Varies (1st use/scene is free, 1 Vitae each subsequent) | Dice Pool: Wits + Emp + Auspex | Action: Instant
      (Contact – It’s easier for a vampire to use Auspex on another person if he’s spent some time in intimate contact with her. The contact doesn’t need to be sexual, any period of platonic physical contact is enough. Digging a bullet out of someone’s side — or carefully severing her arm — reveals her secrets to Auspex. Intimate contact gives a +3 bonus to the vampire’s roll.)
      The Beast focuses on danger and weakness. A vampire who borrows her Beast’s senses can use that focus to know if someone is about to attack her, or to pinpoint the weakest person in the room. The Beast is sensitive to things that other people cannot normally perceive; using this discipline can pierce Obfuscate.
      • Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should either give false information, or present a warped version of the truth.
      • Failure: The vampire’s senses cloud; his Beast doesn’t see any immediate point of weakness.
      • Success: The player can ask one question of the Storyteller. The Storyteller’s answer should include the imagery conjured by the Beast to convey the answer. This level of Auspex can only answer immediate questions about danger or weakness.
      • Exceptional Success: The player can ask two questions.
  • Uncanny Perception ••
    • Cost: 1st use in scene is free, subsequent uses vs same target in scene cost 1 Vit. ea. | Dice Pool: Int + Emp + Auspex | Action: Instant
      The vampire focuses on a single victim, peeling back the layers of lies and misdirection to reveal the truth underneath. The Beast sniffs out the victim’s dark secrets, things that she doesn’t want anyone else to know. What the vampire does with that information is up to him.
      • Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should give false or misleading information.
      • Failure: The Beast unveils no secrets. Does the victim really have nothing to hide?
      • Success: The player can ask the Storyteller one question per success. The Storyteller’s answer should include the imagery conjured by the Beast to convey the answer. This level of Auspex focuses on questions concerning the secrets and weaknesses of a single character.
      • Exceptional Success: The images give the vampire further insight into the questions asked.
  • The Spirit’s Touch •••
    • Cost: None | Dice Pool: Wits + Occ + Auspex | Action: Instant
      A vampire can turn his Beast’s senses on an object or place, uncovering secrets and destroying lies just as surely as if he had focused on a person. A vampire can only use this Discipline on a particular object once per scene.
      • Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should give false or misleading information.
      • Failure: The object yields no secrets to the Kindred’s senses — this time.
      • Success: The player can ask the Storyteller one question per success about the place or object. The Beast conjures images to answer rather than just words. In addition to the sample questions below, the character can ask questions suggested for Auspex 1 and 2 if they would be relevant.
      • Exceptional Success: The vampire can fully appreciate the object or place, and gains a +1 die bonus when using/interacting with it for the rest of the scene.
  • Lay Open the Mind ••••
    • Cost: 1 Vitae | Dice pool: Int + Soc + Auspex vs. Resolve + Blood Potency | Action: Instant | Duration: Scene
      The Mekhet focuses on bringing her thoughts in line with her victim. He begins to think like her, and soon hears her thoughts in his mind. By concentrating and gently changing his own thoughts, he can project ideas or memories into the victim’s mind. With a little practice, the vampire can communicate without words, or project full memories to overwhelm the victim’s senses. He can even stimulate memories by thinking of a time, place, or emotion that causes the victim to remember — even if the victim had blocked it out or had it removed by magic.
      • Dramatic Failure: The vampire aligns to the victim’s thoughts, but he cannot keep his thoughts separate from hers. He suffers the Confused Condition (p. 302).
      • Failure: The victim’s thoughts remain outside of the vampire’s grasp.
      • Success: The vampire’s thoughts align with the victim’s mind, and remain connected for the rest of the scene. He hears her thoughts as though she were speaking them aloud. People don’t think in complete sentences, but the vampire can discern the victim’s precise mood and intention, and some snippets of her current motivation and considerations. He can also project thoughts, either speaking directly into the victim’s thoughts, or depositing a mental image or memory. By focusing, the vampire can drag up a full memory from the victim, including things that the victim has forgotten or that were suppressed by magic (though doing so takes a Clash of Wills). He experiences all of the memory in an instant, with all five senses. If he chooses to transmit that memory to the victim, he can inflict a Condition like Guilty, Inspired, or Shaken as appropriate (p. 302 and p. 305). Uncovering further memories costs 1 Vitae per memory.
      • Exceptional Success: The vampire can retrieve as many deep memories as he has dots in Auspex before paying Vitae to uncover more.

Example Questions


Celerity

  • BASE:
    • no Vitae needed, adds Celerity to any Dexterity based roll
  • Blinding Movement:
    Cost: 1 Vitae | Action: Reflexive | Duration: One Turn
    • Upon activating this technique, the vampire multiplies his movement by his Celerity Rating + 1. This multiplier is calculated after all other modifiers, such as the augment to a vampire’s base speed running provides. Anyone attempting to attack the vampire during a turn this Technique is active suffers a penalty equal to his Celerity Rating as a result of his supernatural speed.
  • Heightened Speed:
    Cost: None | Action: None | Duration: Permanent
    • Using his supernatural speed to counteract hindrances hampering him or respond to attacks he normally could not, the vampire that knows this Technique has a knack for avoiding impossible harm. With this technique the vampire gains two benefits. First, he ignores up to his Celerity in penalties to his Defense provided they’re penalties that are accrued from physical hindrances of the vampire’s own ability to respond to attacks. Valid penalties to ignore include penalties to Defense from multiple attacks. Additionally, the vampire can apply his full Defense against his Celerity + 1 opponents before he starts accruing penalties from multiple attacks.
  • Quickened Defense:
    • Cost: 1 Vitae | Action: Reflexive | Duration: Scene
      The vampire levies his supernatural speed to dodge incoming attacks, moving so fast he can even avoid some gunfire. The vampire adds his Celerity to his Defense against all incoming attacks he is aware of, even if those attacks are from Firearms.
  • Swift Strike
    • Cost: 1 Vitae | Action: Reflexive | Duration: Instant
      Bringing his supernatural speed to augment his already impressive combat abilities, a vampire using this Technique rarely misses his mark. Using this Technique allows the vampire to add his Celerity in dice to a single attack roll. This Technique cannot be used for attacks that would not feasibly benefit from supernatural speed, such as attacks made by firearms. Most other melee and ranged attacks should be applicable. The cost of this Technique must be paid when the attack is declared.

Dominate

  • Mesmerize
    • Cost: None | Action: Instant | Duration: Varies | Die Pool: Int + Exp + Dom
      All a vampire has to do is meet her victim’s eye to catch him in her thrall. Her control isn’t obvious; she just asks him to do something and her victim acquiesces. He could unlock a door, pass her a gun — or forget ever meeting her. Some cruel vampires mesmerize passers-by just to take the rap for their crimes.
      • Dramatic Failure: The victim sees through the vampire’s attempt to control his mind; emboldened, he gains the Steadfast Condition.
      • Failure: The vampire’s victim proves stronger-willed than she’d thought.
      • Success: The vampire holds her victim’s gaze for just a second, but it’s enough to inflict the Mesmerized Condition.
      • Exceptional Success: The vampire’s control flows over the victim’s brain like water. They want to do whatever the vampire says. The vampire can issue a command in the same action as mesmerizing the victim. Once she has inflicted the Mesmerized Condition, the vampire can command the victim as an instant action. Her commands can’t be longer than three or four words, and she has to be direct — her control doesn’t extend to issuing vague commands. “Follow me,” “Shoot your husband,” and “Repeat after me…” are all suitable commands, while “Forget,” “Submit,” and “Do my bidding” have too much room for interpretation. She can even mess with the victim’s memory, making one statement about the current scene that victim will remember as truth. While she can still only use simple and unambiguous commands, she can pack a lot of changes into four words: “You killed that man” and “I was not here” combine to frame the victim for murder.
  • Iron Edict ••
    • Cost: 1 Vitae (none if victim is in Vinculum w/ Mack) | Dice Pool: None | Requirement: The vampire must have inflicted the Mesmerized Condition on the victim | Action: Instant
      The vampire can issue a longer command to a Mesmerized victim. This edict can be up to three sentences long, and can include a successive series of actions. The command takes two turns per sentence to convey. As with Mesmerize, the vampire’s control doesn’t extend to commands that rely on the victim’s interpretation. The victim takes the Dominated Condition (p. 302) and will follow the vampire’s commands as soon as she finishes speaking them. He continues to follow the order until he has completed his task, or the sun rises. Many Kindred use Iron Edict to issue a simple command, such as “Obey my direct instructions when I give them to you,” which effectively gives them control over the minion until the sun comes up — though it doesn’t extend the duration of the Mesmerized Condition.
  • Entombed Command •••
    • Cost: None (other Dominate powers may cost Vit) | Dice Pool: Int + Subt + Dom – victim’s Res | Requirement: The vampire must have inflicted the
      Mesmerized Condition on the victim | Action: Instant | Duration: 1 week per success, or 1 month per success (see below).
      • Dramatic Failure: The vampire’s attempt to set up a trigger backfires. The victim loses his Mesmerized Condition. For the next week, when he encounters one trigger that the vampire attempted to set he instead gains the Steadfast Condition (p. 306).
      • Failure: The attempt to set triggers in the victim’s mind doesn’t take. Is he fighting back, or is there another reason?
      • Success: The vampire can implant a number of subconscious triggers equal to the number of successes rolled to trigger specific effects of other Dominate powers. She must pay any Vitae cost for these powers as normal. These triggers remain in place for one week per success, or one month per success if the victim is in any stage of Vinculum towards the vampire. During that time, the effects of the trigger emerge each time the victim encounters the stimulus.
      • Exceptional Success: The vampire’s commands slip into the victim’s subconscious with ease. Reduce the Vitae cost by one when implanting Iron Edict and The Lying Mind. Each trigger is a specific event or sensory stimulus that causes the linked effect to emerge. The vampire must pay any Vitae
        cost for other Dominate powers, but only need do so once to attach that power to any number of triggers. Using Iron Edict in conjunction with Entombed Command to force a man to show up at a nightclub when he argues with his wife, and making him fill a USB stick with sensitive information from his workplace all costs only one point of Vitae. Describing both the trigger and its specific effect on the victim takes about two turns per trigger.

Other Dominate abilities work as follows when channeled through Entombed Command:
• Mesmerize: The victim gains the Mesmerized Condition when he encounters the trigger. If the vampire isn’t present to capitalize on his state, the effects soon fade.
• Iron Edict: When the victim encounters the trigger, he immediately gains a Dominated Condition relating to the imprinted command. As he is entirely under the vampire’s sway when Dominated, he does not encounter other triggers until he resolves the Condition.
• The Lying Mind: The trigger serves as a switch for memory alteration. Encountering it once causes a memory to emerge (or to vanish), while encountering it again reverses the change.


Obfuscate

  • Face in the Crowd
    • Cost: None | Dice Pool: None | Action: Instant | Duration: Scene
      For the rest of the scene, people’s eyes just slide off the vampire. People can tell that someone’s there, but they don’t remember who he is or what he looks like; he’s just “some guy,” average height and build, average hair, average clothes. Unless the vampire’s doing something to draw people’s attention — pulling a gun, or screaming at people — or he’s in a place where someone doesn’t expect anyone else to be, everyone around him ignores him. They don’t care what he’s carrying; he could walk down the street with an assault rifle strapped across his back or a body slung over his shoulder, and as long as he doesn’t use it to draw attention, nobody particularly cares or remembers. If the vampire is violent towards someone — if he punches someone or starts feeding in a crowded subway station — his victim will automatically notice. If he’s doing something that would draw attention, including but not limited to being violent, everyone around him must make a reflexive Wits + Composure roll to notice the commotion, penalized by the vampire’s Obfuscate dots. The vampire’s predatory aura seemingly disappears, so that other vampires can’t sense it.
  • Touch of Shadow ••
    • Cost: 1 Vitae | Dice Pool: | Action: Reflexive | Duration: Scene
      With just a touch, the vampire can extend the muted attentions of Face in the Crowd to an object or animal, rather than himself. His subject fades out — if he masks a desk, people subconsciously register that it’s there and won’t bump in to it, but they can’t recognize what’s right in front of them unless the vampire forces them to interact with it. Even a forensic team would only remember seeing a desk if they examined photos of the scene after the fact.
      Requirement: The vampire must touch the object he wants to hide; in the case of an unwilling victim, the vampire must roll to touch his opponent (see p. 177). The animal or object cannot have Size greater than the vampire’s own (but see Suggested Modifiers).
      • Dramatic Failure: Something draws people’s attention to whatever the vampire wanted to hide. It’s the first thing they 138 Blood and Smoke
        notice when they come onto the scene, and they want to find out more about it.
      • Failure: The object or creature doesn’t fade into the background.
      • Success: For the rest of the scene, people’s eyes slide off the object. The vampire can affect an inanimate object or animal with the same effects as Face in the Crowd — people subconsciously register that the subject is present, but they’re not actively aware of it. If an observer is forced to deal with something affected by Touch of Shadow — being thrown into an occulted table or door, or bitten by an occulted dog — that observer can then recognize the subject’s existence. Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected by Touch of Shadow to remain unnoticed. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure penalized by the vampire’s Obfuscate dots. A living creature affected by Touch of Shadow can see anything else that the vampire has Obfuscated without a roll.
      • Exceptional Success: The victim of this power doesn’t stand out to any observer, even if they’re looking at photographs or video featuring him when the power was active.
  • Cloak of Night •••
    • Cost: 1 Vitae | Dice Pool: None | Action: None
      Used with Cloak of Night, Touch of Shadow can now affect other people. The normal rules for piercing Touch of Shadow apply. Some vampires steal their victims from the world, feeding upon them as the mass of humanity walks on by. The vampire can also spend a point of Vitae when activating Face in the Crowd to vanish completely. Rather than being overlooked or “just an average person,” the vampire disappears from the perception of everyone around him. If the vampire attacks someone or cries out, Cloak of Night continues to obscure him, adding Obfuscate to the surprise roll. Only the struck victim can perceive the vampire. If another vampire manages to perceive him, through Auspex, attack, or any other means, she can sense his predatory aura and lash out. If she wins the predatory aura contest, Cloak of Night shatters, as does any other use of Obfuscate the vampire made. The vampire can be tracked by indirect clues, as mentioned above. Tracking is an extended action, with the observer rolling Wits + Resolve – Obfuscate. A vampire observer can apply the Blood Potency bonus from Kindred senses. Each roll takes one turn, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate. Teamwork may be applied.
  • The Familiar Stranger ••••
    • Cost: 2 Vitae | Dice Pool: None | Action: None
      When using Face in the Crowd or affecting a person with Touch of Shadow, the vampire can spend the Vitae required to activate this power. She can specify a particular image that she wants to project, either a subjective category or a specific person. If she takes on the form of a specific person, everyone sees and hears what they would expect were that person present. He needs to know that the person exists, and he can’t use his
      description to influence people’s reactions — “the woman Tom will fall in love with,” or “a man Jennifer finds trustworthy” both fail, as they rely on influencing the victim’s thoughts and emotions about the person being imitated.
      A vampire can also use The Familiar Stranger on objects through Touch of Shadow. He can redefine how people see the object. The illusory object must be roughly the same size as the original object, and will pass most forms of mundane inspection — though an illusory gun won’t fire, and an illusory knife won’t cut. Simply discovering that the illusion won’t function isn’t enough to break it, however — that only happens at the end of the scene.
  • Oubliette •••••
    • Cost: 3-9 Vitae and 1 Willpower | Die Pool: None | Action: Instant | Duration: 1 wk / dot of blood potency
      Requirement: The vampire must spread Vitae around the area he wishes to claim, marking the gateways, exits, and landmarks. Three Vitae is enough to secure an apartment or Chapter Three: Laws of the Dead 139 small house, six can Obfuscate a brownstone or alleyway, and nine is enough to hide a mansion or similarly large building. After spreading blood, he must slumber for a full day in the location. He can spread the bloodletting process over several nights, but he must spend every day asleep in the location until his work is complete. The Oubliette absorbs the blood that he spills, making it invisible to Kindred senses.
      Once he has established an Oubliette, the vampire can use Touch of Shadow, Cloak of Night, and The Familiar Stranger at any distance, on anyone or anything within his haven. He can affect multiple different people or objects with a single activation of the power — making the exits vanish with Cloak of Night, or using The Familiar Stranger to make his ghouls look like people his victims want to see. Using Touch of Shadow in the Oubliette requires only one roll, and Cloak of Night and The Familiar Stranger do not cost extra Vitae. The vampire can affect individual aspects of the area separately, making rifles look like snakes or making a single door disappear, or he can make more sweeping changes with just one use of The Familiar Stranger — making his run-down brownstone into a manor house with all the appropriate trappings, while the vampire himself becomes a venerable old gentleman. Someone interacting with elements of an Oubliette can see their true natures, but only for a few seconds. Since the Oubliette can cover a large area, and can change in the blink of an eye, most people shrug off minor changes as just a trick of the light. A vampire’s Oubliette lasts for one week per dot of Blood Potency, though she can reinforce the effect before it ends.

Resilience

  • BASE:
    • no Vitae needed, adds Resilience to any Stamina based roll
  • Flesh Stitch:
    • Cost: None | Action: None | Duration: Permanent
      Unlike most Techniques, Flesh Stitch permanently alters the vampire’s natural healing ability. For a single Vitae, the vampire can heal a number of bashing health levels equal to 2 + his Resilience rating or a number of lethal health levels equal to 1 + half his Resilience rating, rounded up. Further, each Vitae spent healing aggravated damage counts as a number of Vitae equal to his Resilience rating and the vampire may spend Vitae to heal aggravated damage instantly (instead of the standard 2 days per level).
  • Marble Hardness:
    • Cost: 1 Vitae | Action: Reflexive | Duration: Instant
      The vampire reduces the number of health levels of damage he takes from a single source by his Resilience rating. This armor rating applies to all sources of damage except natural sunlight. This Technique stacks with the damage negation provided by armor.
  • Resilient Flesh
    • Cost: None | Action: None | Duration: Permanent
      While this Technique, the vampire may downgrade a number of health levels of damage equal to his Resilience rating from any successful attack. Aggravated damage becomes lethal and lethal damage becomes bashing. Bashing damage cannot be downgraded further. The vampire may even downgrade damage dealt from environmental sources except from natural sunlight.
  • Stalwart Resolve:
    • Cost: 1 Vitae | Action: Reflexive | Duration: instant
      Using this Technique the vampire can attempt to remove Conditions and Tilts he has succumb to. If resisting a Tilt, the Vampire spends a single Vitae and rolls his unmodified Resilience + Blood Potency. Success removes the tilt and any associated penalties. If resisting a Condition, the vampire spends a single Vitae and initiates a “Clash of Wills” with the source of the Condition. Non-sentient sources of Conditions require only a single success on the roll to overcome. If the vampire is unsuccessful, he cannot attempt to resolve the Condition or Tilt for the remainder of the evening. If the vampire botches the Resilience or Clash of Wills roll, the vampire must allow the Condition and Tilt to run its course naturally. A vampire that successfully resists a Condition or Tilt remains immune to the the same Condition or Tilt from the resisted source for a number of nights equal to his Resilience.
  • Unholy Flesh:
    • Cost: None | Action: Permanent | Duration: Permanent
      Kindred that master the Resilience Discipline prove difficult to put down, even after all their other defenses have been bypassed. This Technique grants the vampire an additional number of health boxes equal to his Resilience rating. These health boxes are treated as natural health levels in all respects except they cannot absorb damage from natural sunlight.

K Vampire Form

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